Oblivion

File information

Last updated

Original upload

Created by

PushTheWinButton

Uploaded by

PushTheWinButton

Virus scan

Safe to use

Tags for this mod

About this mod

This mod adds two teleportation networks to Cyrodiil that act as simple and vanilla-friendly fast travel alternatives.

Requirements
Permissions and credits
Translations
  • Italian
Changelogs
Donations
Teleportation Services
Requirements:
Shivering Isles
Oblivion Script Extender




Introduction

Several mods exist that implement fast travel alternatives, but I've always found myself making heavy modifications to them myself because I didn't like their implementation or they caused issues with other game systems or quests. Finally I decided to make my own, with a focus on simplicity, consistency with the vanilla game, and a good coverage of locations. This is that mod.


Description

This mod adds two teleportation networks to Cyrodiil that act as simple and vanilla-friendly fast travel alternatives. Each allows instantaneous travel between certain locations and seeks to emulate a Morrowind-style system.

Firstly, portals have been added to each Mages Guild hall, and allow fast travel between other halls and the Arcane University for a fee of 50 gold. This will be your main method of moving between cities quickly, and the service is open to members and non-members of the guild alike.

The second method of travel uses special altars called conduits, located at wayshrines and chapels to the Nine Divines. For an offering of 20 gold, you can travel between other wayshrines and the chapel of the affiliated god; however, to access this service you first need to have made a pilgrimage to any of the affiliated wayshrines at least once. Each god has three or four wayshrines located in the wilderness and one chapel located in a major city, with the exception of Kynareth who has no chapel. Conduits will be you main method of returning to a city whilst exploring the wilderness, but can also be used to access some remote locations (e.g. Wayshrines of Akatosh and Arkay are located close to the Priory of the Nine, etc). In lieu of a major chapel, Conduits of Kynareth allow teleportation to Gottlesfont Priory to match with the god's nature theme.

Both teleportation methods aim to fit in with the vanilla-style of simplicity and writing, etc, and new loading screens have even been added to notify players of the features. In addition, using either teleportation feature will also automatically transport your followers and horse. If your destination is inside a city, your horse will be waiting for you in the city's stables.

Video Example



Other details:
  • Akatosh is affiliated with the Chapel of Akatosh in Kvatch and the Temple of the One in the Imperial City.
  • Conduits are placed in noticeable positions as close to their wayshrines as possible. They have their own light source to make them more visible in the dark.
  • Kvatch is shown on the Mages Guild destination list for consistency, but it is not possible to travel there for obvious reasons. I might add Kvatch Rebuilt functionality at a later date.
  • Travel to the Chapel of Akatosh in Kvatch is disabled until you have reclaimed the chapel in Breaking the Siege of Kvatch.
  • Travel to the Bruma Mages Guild is disabled once it has been attacked, but will be re-enabled once you discover its fate.
  • Attempting to travel to the Temple of the One during Light the Dragonfires will instead teleport you to the Wayshrine of Julianos on the shoreline near the Chestnut Handy Stables

The cost of using the teleportation services can be customised by using the console to change global variables afTravelMGCost and afTravelNDCost for the Mages' Guild and Nine Divines' networks, respectively.


Installation

This mod requires the Oblivion Script Extender.

Standard installation procedure: add the file to your data folder and check in the game launcher or your mod manager of choice.

I also recommend installing a mod which adds map markers to wayshrines so that you can find them more easily, such as Wayshrine Map Markers - Redux.


Uninstallation

This mod can be uninstalled at any time and will have no permanent effects on your game.


Compatibility

Other mods might place objects in the same locations as the portals or conduits, in which case let me know if you notice this and I'll move them.

Mods which fix up the Bruma guild hall after the Necromancer attack by adding a third cell, such as Bruma Guild Reconstructed, are not accounted for, and you will instead be transported to the vanilla destroyed cell. I'll probably make a patch for this at some point, but it's not a priority.

All relevant changes from the Unofficial Oblivion Patch have been included.


My Mods

I spend a lot of time creating and supporting my mods, so any donations are gratefully received.